Files
OpenRA/OpenRA.Mods.RA/AttackTurreted.cs
geckosoft 6b40abb58c Implemented: Stances
Added: Basic stances (Aggressive, Guard (Hold Ground), Hold Fire, None (dummy), Return Fire)
Added: WorldCommandWidget (to be able to set said stances)
Added: WorldCommandWidget to ra (cnc will follow, later on)
Changed: Added support to AttackBase for firing with movement disabled + utility method ScanForTarget (used by stances)
Added: AssignUnitStance (attach this to unit-producing actors, together with what stances can be picked as 'default')
2010-11-13 17:26:42 +13:00

85 lines
2.4 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see LICENSE.
*/
#endregion
using System;
using System.Linq;
using OpenRA.Mods.RA.Activities;
using OpenRA.Mods.RA.Buildings;
using OpenRA.Mods.RA.Move;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class AttackTurretedInfo : AttackBaseInfo
{
public override object Create(ActorInitializer init) { return new AttackTurreted( init.self ); }
}
class AttackTurreted : AttackBase, INotifyBuildComplete
{
public AttackTurreted(Actor self) : base(self) { }
protected override bool CanAttack( Actor self )
{
if( self.HasTrait<Building>() && !buildComplete )
return false;
if (!target.IsValid) return false;
var turreted = self.Trait<Turreted>();
turreted.desiredFacing = Util.GetFacing( target.CenterLocation - self.CenterLocation, turreted.turretFacing );
if( turreted.desiredFacing != turreted.turretFacing )
return false;
return base.CanAttack( self );
}
public override void Tick(Actor self)
{
base.Tick(self);
DoAttack( self, target );
}
protected override IActivity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
{
return new AttackActivity( newTarget );
}
bool buildComplete = false;
public void BuildingComplete(Actor self) { buildComplete = true; }
class AttackActivity : CancelableActivity
{
readonly Target newTarget;
public AttackActivity( Target newTarget ) { this.newTarget = newTarget; }
public override IActivity Tick( Actor self )
{
if( IsCanceled ) return NextActivity;
if (self.TraitsImplementing<IDisable>().Any(d => d.Disabled))
return this;
var attack = self.Trait<AttackTurreted>();
const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
var weapon = attack.ChooseWeaponForTarget(newTarget);
if (weapon != null)
{
attack.target = newTarget;
if (self.HasTrait<Mobile>() && !self.Info.Traits.Get<MobileInfo>().OnRails)
self.QueueActivity( new Follow( newTarget,
Math.Max( 0, (int)weapon.Info.Range - RangeTolerance ) ) );
}
return NextActivity;
}
}
}
}